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Bar the Gate
순간마법
Stampata (KO)
순간마법
생물 또는 플레인즈워커 주문을 목표로 정한다. 그 주문을 무효화한다. 던전에 진입한다. (첫 번째 방에 들어가거나 다음 방으로 전진한다.)
Testo oracle (EN)
Instant
Counter target creature or planeswalker spell. Venture into the dungeon. (Enter the first room or advance to the next room.)
Dettagli della stampa
- Set
- AFR · 47
- Rarità
- Comune
- Lingua
- KO
- Artista
- Johannes Voss
- Uscita
- 2021-07-23
- Prezzi
- – · –
Andamento del prezzo
La tendenza compare con almeno 7 giorni di storico.
- Cardmarket, trend
Lo storico parte dal 28 ottobre 2026 e si allunga ogni giorno.
Mostra i dati
| Data | Cardmarket, trend |
|---|---|
| 2 novembre 2026 | 0,13 € |
| 1 novembre 2026 | 0,10 € |
| 31 ottobre 2026 | 0,11 € |
| 30 ottobre 2026 | 0,12 € |
| 29 ottobre 2026 | 0,11 € |
| 28 ottobre 2026 | 0,08 € |
Prezzi
| Fonte | Normale | Foil |
|---|---|---|
| Cardmarket | minimo – trend 0,13 € media 30 gg 0,10 € | minimo – trend 0,16 € media 30 gg 0,15 € |
| CardTrader (KO) | Nessuna offerta | |
| CardTrader (tutte le lingue) | NM da 0,11 € | NM da 0,13 € |
Cardmarket aggiornato il 2 nov 2026 · CardTrader aggiornato il 2 nov 2026
Compra e consulta
Legalità
- standard Non legale
- pioneer Legale
- modern Legale
- legacy Legale
- vintage Legale
- commander Legale
- pauper Legale
- alchemy Non legale
- brawl Legale
- competitivebrawl Legale
- duel Legale
- future Non legale
- gladiator Legale
- historic Legale
- oathbreaker Legale
- oldschool Non legale
- paupercommander Legale
- penny Non legale
- predh Non legale
- premodern Non legale
- standardbrawl Non legale
- timeless Legale
- tlr Legale
Ruling
-
A player may only have one dungeon in the command zone at a time.
-
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
-
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.
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Moving into a dungeon room will cause its room ability to trigger.
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Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.
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If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.
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To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.
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The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
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Dungeons are removed from the game as a state-based action.